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GunChleoc

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Posts posted by GunChleoc

  1. The gettext file format also allows adding comments for translators, and Transifex will display them if they are present. The system that extracts the strings needs to be configured to extract them though. I don't know what the setup for 0AD is here and whether XML comments are included.

    Transifex also has a glossary function which we can use. It's helpful for vocabulary, but not for keeping consistency of phrases - that's what the translation memory function is for, in combination with a style guide that of course translators would need to be aware of and read.

    Adding comments to the XML files would be preferable to adding them on Transifex, because it makes them independent of the translation platform.

  2. Consistency is always difficult, even if you're the only one translating - especially when there is a history in the project of inconsistent source strings. A wiki page could definitely help to remember what you are going fore when you return to the project after a break, and within the team.

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  3. On Transifex, in "Settings", an admin can set a "Translator Instructions URL" that is global for all languages. I have yet to find where a translator then sees that information - no idea where they're hiding it.

    Then the admin could make an announcement, which will send an e-mail to all translators.

  4. My way around this might be that I created the account 8 years ago... They definitely have nothing from me except for username and e-mail address, and I can't remember them asking for anything else in such a manner that it couldn't be skipped. Even the "Full name" entry is empty on my account, and they don't have a phone number from me either.

  5. I found this tutorial - it might be helpful for understanding the concepts:

    https://gamedevelopment.tutsplus.com/tutorials/building-a-peer-to-peer-multiplayer-networked-game--gamedev-10074

    The way this is usually done is that each computer calculates the game separately, and the information sent to each other are the player actions (player commands) only - each computer then calculates the results of these actions on its own. Computers also will send each other hashes of the game state to ensure their calculations are in sync and all players are experiencing the same game.

    This is the gameplay part - you obviously will need a networking layer too.

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